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Comparing deliantra/server/server/disease.C (file contents):
Revision 1.41 by root, Mon Aug 27 05:10:51 2007 UTC vs.
Revision 1.57 by root, Sat Nov 7 18:30:06 2009 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24/* This file contains all the code implementing diseases, 25/* This file contains all the code implementing diseases,
25 * except for odds and ends in attack.c and in 26 * except for odds and ends in attack.c and in
26 * living.c 27 * living.c
137 Diseases may be contageous. They are objects which exist in a player's 138 Diseases may be contageous. They are objects which exist in a player's
138inventory. They themselves do nothing, except modify Symptoms, or 139inventory. They themselves do nothing, except modify Symptoms, or
139spread to other live objects. Symptoms are what actually damage the player: 140spread to other live objects. Symptoms are what actually damage the player:
140these are their own object. */ 141these are their own object. */
141 142
142/* check if victim is susceptible to disease. */ 143/* grants immunity to plagues we've seen before. */
143static int 144static int
144is_susceptible_to_disease (object *victim, object *disease) 145grant_immunity (object *disease)
145{ 146{
146 if (!QUERY_FLAG (victim, FLAG_ALIVE)) 147 object *immunity;
148 object *walk;
149
150 /* Don't give immunity to this disease if last_heal is set. */
151 if (disease->last_heal)
147 return 0; 152 return 0;
148 153
149 if (victim->flag [FLAG_WIZ]) 154 /* first, search for an immunity of the same name */
150 return 0; 155 for (walk = disease->env->inv; walk; walk = walk->below)
156 if (walk->type == 98 && disease->name == walk->name)
157 {
158 walk->level = disease->level;
159 return 1; /* just update the existing immunity. */
160 }
151 161
152 if (strstr (disease->race, "*") && !QUERY_FLAG (victim, FLAG_UNDEAD)) 162 immunity = get_archetype (shstr_immunity);
163
164 immunity->name = disease->name;
165 immunity->level = disease->level;
166 immunity->move_block = 0;
167
168 insert_ob_in_ob (immunity, disease->env);
169
153 return 1; 170 return 1;
171}
154 172
155 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD)) 173/* argument is a disease */
174static object *
175find_symptom (object *disease)
176{
177 /* check the inventory for symptoms */
178 for (object *walk = disease->env->inv; walk; walk = walk->below)
179 if (walk->name == disease->name && walk->type == SYMPTOM)
156 return 1; 180 return walk;
157 181
158 if ((victim->race && strstr (disease->race, victim->race)) || strstr (disease->race, victim->name))
159 return 1;
160
161 return 0; 182 return NULL;
162}
163
164int
165move_disease (object *disease)
166{
167 /* first task is to determine if the disease is inside or outside of someone.
168 * If outside, we decrement 'value' until we're gone.
169 */
170
171 if (!disease->env)
172 { /* we're outside of someone */
173 if (disease->stats.maxhp > 0)
174 disease->value--;
175
176 if (!disease->value)
177 {
178 disease->destroy ();
179 return 1;
180 }
181 }
182 else
183 {
184 /* if we're inside a person, have the disease run its course */
185 /* negative/zero food denotes "perpetual" diseases. */
186 if (disease->stats.food > 0)
187 {
188 disease->stats.food--;
189
190 if (!disease->stats.food)
191 {
192 remove_symptoms (disease); /* remove the symptoms of this disease */
193 grant_immunity (disease);
194 disease->destroy ();
195 return 1;
196 }
197 }
198 }
199
200 /* check to see if we infect others */
201 check_infection (disease);
202
203 /* impose or modify the symptoms of the disease */
204 if (disease->env && is_susceptible_to_disease (disease->env, disease))
205 do_symptoms (disease);
206
207 return 0;
208} 183}
209 184
210/* remove any symptoms of disease 185/* remove any symptoms of disease
211 * Modified by MSW 2003-03-28 do try to find all the symptom the 186 * Modified by MSW 2003-03-28 do try to find all the symptom the
212 * player may have - I think through some odd interactoins with 187 * player may have - I think through some odd interactoins with
213 * disease level and player level and whatnot, a player could get 188 * disease level and player level and whatnot, a player could get
214 * more than one symtpom to a disease. 189 * more than one symtpom to a disease.
215 */ 190 */
216int 191static int
217remove_symptoms (object *disease) 192remove_symptoms (object *disease)
218{ 193{
219 object *symptom, *victim = NULL; 194 object *symptom, *victim = NULL;
220 195
221 while ((symptom = find_symptom (disease)) != NULL) 196 while ((symptom = find_symptom (disease)) != NULL)
230 victim->update_stats (); 205 victim->update_stats ();
231 206
232 return 0; 207 return 0;
233} 208}
234 209
235/* argument is a disease */
236object *
237find_symptom (object *disease)
238{
239 /* check the inventory for symptoms */
240 for (object *walk = disease->env->inv; walk; walk = walk->below)
241 if (walk->name == disease->name && walk->type == SYMPTOM)
242 return walk;
243
244 return NULL;
245}
246
247/* searches around for more victims to infect */ 210/* searches around for more victims to infect */
248int 211static int
249check_infection (object *disease) 212check_infection (object *disease)
250{ 213{
251 int x, y;
252 maptile *map, *map2;
253 object *tmp;
254
255 int range = abs (disease->magic); 214 int range = abs (disease->magic);
256 215
257 if (disease->env) 216 object *op = disease->outer_env_or_self ();
258 {
259 x = disease->env->x;
260 y = disease->env->y;
261 map = disease->env->map;
262 }
263 else
264 {
265 x = disease->x;
266 y = disease->y;
267 map = disease->map;
268 }
269 217
270 if (!map) 218 if (!op->is_on_map ())
271 return 0; 219 return 0;
272 220
273 for (int i = x - range; i <= x + range; i++) 221 unordered_mapwalk (op, -range, -range, range, range)
274 for (int j = y - range; j <= y + range; j++)
275 { 222 {
276 sint16 i2, j2; 223 mapspace &ms = m->at (nx, ny);
277 int mflags = get_map_flags (map, &map2, i, j, &i2, &j2);
278 224
279 if (!(mflags & P_OUT_OF_MAP) && (mflags & P_IS_ALIVE)) 225 if (ms.flags () & P_IS_ALIVE)
280 for (tmp = GET_MAP_OB (map2, i2, j2); tmp; tmp = tmp->above) 226 for (object *tmp = ms.bot; tmp; tmp = tmp->above)
281 infect_object (tmp, disease, 0); 227 infect_object (tmp, disease, 0);
282 } 228 }
283 229
284 return 1; 230 return 1;
285} 231}
286 232
287/* check to see if an object is infectable: 233/* check if victim is susceptible to disease. */
288 * objects with immunity aren't infectable. 234static int
289 * objects already infected aren't infectable. 235is_susceptible_to_disease (object *victim, object *disease)
290 * dead objects aren't infectable.
291 * undead objects are infectible only if specifically named.
292*/
293int
294infect_object (object *victim, object *disease, int force)
295{ 236{
296 object *tmp; 237 if (!QUERY_FLAG (victim, FLAG_ALIVE))
297 object *new_disease;
298
299 /* don't infect inanimate objects */
300 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
301 return 0; 238 return 0;
302 239
303 /* check and see if victim can catch disease: diseases 240 if (victim->flag [FLAG_WIZ])
304 * are specific
305 */
306 if (!is_susceptible_to_disease (victim, disease))
307 return 0; 241 return 0;
308 242
309 /* roll the dice on infection before doing the inventory check! */ 243 if (disease->race.contains ("*") && !QUERY_FLAG (victim, FLAG_UNDEAD))
310 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
311 return 0; 244 return 1;
312 245
313 /* do an immunity check */ 246 if ((disease->race == shstr_undead) && QUERY_FLAG (victim, FLAG_UNDEAD))
314
315 /* There used to (IMO) be a flaw in the below - it used to be the case
316 * that if level check was done for both immunity and disease. This could
317 * result in a person with multiple afflictions of the same disease
318 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
319 * they were cast in that same order. Instead, change it so that
320 * if you diseased, you can't get diseased more.
321 */
322
323 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
324 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
325 return 0; /* Immune! */
326 else if (tmp->type == DISEASE && tmp->name == disease->name)
327 return 0; /* already diseased */
328
329 /* If we've gotten this far, go ahead and infect the victim. */
330
331 new_disease = disease->clone ();
332
333 new_disease->stats.food = disease->stats.maxgrace;
334 new_disease->value = disease->stats.maxhp;
335 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
336
337 /* This appears to be a horrible case of overloading 'NO_PASS'
338 * for meaning in the diseases.
339 */
340 new_disease->move_block = 0;
341
342 // insert before setting the owner
343 victim->head_ ()->insert (new_disease);
344
345 if (disease->owner)
346 new_disease->set_owner (disease->owner);
347 else if (object *pl = disease->in_player ())
348 /* for diseases which are passed by hitting, set owner and skill */
349 new_disease->set_owner (pl);
350
351 if (new_disease->owner && new_disease->owner->type == PLAYER)
352 {
353 const char *buf;
354
355 /* if the disease has a title, it has a special infection message
356 * This messages is printed in the form MESSAGE victim
357 */
358 if (new_disease->title)
359 buf = format ("%s %s!!", &disease->title, &victim->name);
360 else
361 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
362
363 if (victim->type == PLAYER)
364 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
365 else
366 new_draw_info (0, 4, new_disease->owner, buf);
367 }
368
369 if (victim->type == PLAYER)
370 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
371
372 return 1; 247 return 1;
248
249 if ((victim->race && disease->race.contains (victim->race)) || disease->race.contains (victim->name))
250 return 1;
251
252 return 0;
373} 253}
374 254
375/* this function monitors the symptoms caused by the disease (if any), 255/* this function monitors the symptoms caused by the disease (if any),
376causes symptoms, and modifies existing symptoms in the case of 256causes symptoms, and modifies existing symptoms in the case of
377existing diseases. */ 257existing diseases. */
378int 258static int
379do_symptoms (object *disease) 259do_symptoms (object *disease)
380{ 260{
381 object *symptom; 261 object *symptom;
382 object *victim; 262 object *victim;
383 object *tmp; 263 object *tmp;
412 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below) 292 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
413 if (tmp->type == SIGN) /* possibly an immunity, or diseased */ 293 if (tmp->type == SIGN) /* possibly an immunity, or diseased */
414 if (tmp->name == disease->name && tmp->level >= disease->level) 294 if (tmp->name == disease->name && tmp->level >= disease->level)
415 return 0; /* Immune! */ 295 return 0; /* Immune! */
416 296
417 object *new_symptom = get_archetype ("symptom"); 297 object *new_symptom = get_archetype (shstr_symptom);
418 298
419 /* Something special done with dam. We want diseases to be more 299 /* Something special done with dam. We want diseases to be more
420 * random in what they'll kill, so we'll make the damage they 300 * random in what they'll kill, so we'll make the damage they
421 * do random, note, this has a weird effect with progressive diseases. 301 * do random, note, this has a weird effect with progressive diseases.
422 */ 302 */
495 victim->update_stats (); 375 victim->update_stats ();
496 376
497 return 1; 377 return 1;
498} 378}
499 379
500/* grants immunity to plagues we've seen before. */
501int 380int
502grant_immunity (object *disease) 381move_disease (object *disease)
503{ 382{
504 object *immunity; 383 /* First task is to determine if the disease is inside or outside of someone.
384 * If outside, we decrement 'value' until we're gone.
385 */
386
387 if (!disease->env)
388 { /* we're outside of someone */
389 if (disease->stats.maxhp > 0)
390 disease->value--;
391
392 if (!disease->value)
393 {
394 disease->destroy ();
395 return 1;
396 }
397 }
398 else
399 {
400 /* if we're inside a person, have the disease run its course */
401 /* negative/zero food denotes "perpetual" diseases. */
402 if (disease->stats.food > 0)
403 {
404 disease->stats.food--;
405
406 if (!disease->stats.food)
407 {
408 remove_symptoms (disease); /* remove the symptoms of this disease */
409 grant_immunity (disease);
410 disease->destroy ();
411 return 1;
412 }
413 }
414 }
415
416 /* check to see if we infect others */
417 check_infection (disease);
418
419 /* impose or modify the symptoms of the disease */
420 if (disease->env && is_susceptible_to_disease (disease->env, disease))
421 do_symptoms (disease);
422
423 return 0;
424}
425
426/* check to see if an object is infectable:
427 * objects with immunity aren't infectable.
428 * objects already infected aren't infectable.
429 * dead objects aren't infectable.
430 * undead objects are infectible only if specifically named.
431*/
432int
433infect_object (object *victim, object *disease, int force)
434{
505 object *walk; 435 object *tmp;
436 object *new_disease;
506 437
507 /* Don't give immunity to this disease if last_heal is set. */ 438 /* don't infect inanimate objects */
508 if (disease->last_heal) 439 if (!QUERY_FLAG (victim, FLAG_MONSTER) && !(victim->type == PLAYER))
509 return 0; 440 return 0;
510 441
511 /* first, search for an immunity of the same name */ 442 /* check and see if victim can catch disease: diseases
512 for (walk = disease->env->inv; walk; walk = walk->below) 443 * are specific
513 if (walk->type == 98 && disease->name == walk->name) 444 */
445 if (!is_susceptible_to_disease (victim, disease))
446 return 0;
447
448 /* roll the dice on infection before doing the inventory check! */
449 if (!force && (random_roll (0, 126, victim, PREFER_HIGH) >= disease->stats.wc))
450 return 0;
451
452 /* do an immunity check */
453
454 /* There used to (IMO) be a flaw in the below - it used to be the case
455 * that if level check was done for both immunity and disease. This could
456 * result in a person with multiple afflictions of the same disease
457 * (eg, level 1 cold, level 2 cold, level 3 cold, etc), as long as
458 * they were cast in that same order. Instead, change it so that
459 * if you diseased, you can't get diseased more.
460 */
461
462 for (tmp = victim->head_ ()->inv; tmp; tmp = tmp->below)
463 if (tmp->type == SIGN && tmp->name == disease->name && tmp->level >= disease->level)
464 return 0; /* Immune! */
465 else if (tmp->type == DISEASE && tmp->name == disease->name)
466 return 0; /* already diseased */
467
468 /* If we've gotten this far, go ahead and infect the victim. */
469
470 new_disease = disease->clone ();
471
472 new_disease->stats.food = disease->stats.maxgrace;
473 new_disease->value = disease->stats.maxhp;
474 new_disease->stats.wc -= disease->last_grace; /* self-limiting factor */
475
476 /* This appears to be a horrible case of overloading 'NO_PASS'
477 * for meaning in the diseases.
478 */
479 new_disease->move_block = 0;
480
481 // insert before setting the owner
482 victim->head_ ()->insert (new_disease);
483
484 if (disease->owner)
485 new_disease->set_owner (disease->owner);
486 else if (object *pl = disease->in_player ())
487 /* for diseases which are passed by hitting, set owner and skill */
488 new_disease->set_owner (pl);
489
490 if (new_disease->owner && new_disease->owner->type == PLAYER)
514 { 491 {
515 walk->level = disease->level; 492 const char *buf;
516 return 1; /* just update the existing immunity. */ 493
494 /* if the disease has a title, it has a special infection message
495 * This messages is printed in the form MESSAGE victim
496 */
497 if (new_disease->title)
498 buf = format ("%s %s!!", &disease->title, &victim->name);
499 else
500 buf = format ("You infect %s with your disease, %s!", &victim->name, &new_disease->name);
501
502 if (victim->type == PLAYER)
503 new_draw_info (NDI_UNIQUE | NDI_RED, 0, new_disease->owner, buf);
504 else
505 new_draw_info (0, 4, new_disease->owner, buf);
517 } 506 }
518 507
519 immunity = get_archetype ("immunity"); 508 if (victim->type == PLAYER)
520 509 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, "You suddenly feel ill.");
521 immunity->name = disease->name;
522 immunity->level = disease->level;
523 immunity->move_block = 0;
524
525 insert_ob_in_ob (immunity, disease->env);
526 510
527 return 1; 511 return 1;
528} 512}
529 513
530/* make the symptom do the nasty things it does */ 514/* make the symptom do the nasty things it does */
542 } 526 }
543 527
544 if (symptom->stats.dam > 0) 528 if (symptom->stats.dam > 0)
545 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1); 529 hit_player (victim, symptom->stats.dam, symptom, symptom->attacktype, 1);
546 else 530 else
547 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100.0), symptom, symptom->attacktype, 1); 531 hit_player (victim, max (1, -victim->stats.maxhp * symptom->stats.dam / 100), symptom, symptom->attacktype, 1);
548 532
549 if (symptom->stats.maxsp > 0) 533 if (symptom->stats.maxsp > 0)
550 sp_reduce = symptom->stats.maxsp; 534 sp_reduce = symptom->stats.maxsp;
551 else 535 else
552 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100.0); 536 sp_reduce = max (1, victim->stats.maxsp * symptom->stats.maxsp / 100);
553 537
554 victim->stats.sp = max (0, victim->stats.sp - sp_reduce); 538 victim->stats.sp = max (0, victim->stats.sp - sp_reduce);
555 539
556 /* create the symptom "other arch" object and drop it here 540 /* create the symptom "other arch" object and drop it here
557 * under every part of the monster 541 * under every part of the monster
558 * The victim may well have died. 542 * The victim may well have died.
559 */ 543 */
560 if (symptom->other_arch && victim->map) 544 if (victim->map)
545 {
546 victim->play_sound (symptom->sound);
547
548 if (symptom->other_arch)
561 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more) 549 for (object *tmp = victim->head_ (); tmp; tmp = tmp->more)
562 { 550 {
563 new_ob = arch_to_object (symptom->other_arch); 551 new_ob = arch_to_object (symptom->other_arch);
564 new_ob->x = tmp->x; 552 new_ob->x = tmp->x;
565 new_ob->y = tmp->y; 553 new_ob->y = tmp->y;
566 new_ob->map = victim->map; 554 new_ob->map = victim->map;
567 insert_ob_in_map (new_ob, victim->map, victim, 0); 555 insert_ob_in_map (new_ob, victim->map, victim, 0);
556 }
568 } 557 }
569 558
570 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg); 559 new_draw_info (NDI_UNIQUE | NDI_RED, 0, victim, symptom->msg);
571 560
572 return 1; 561 return 1;
573} 562}
581 for (object *disease = hitter->inv; disease; disease = disease->below) 570 for (object *disease = hitter->inv; disease; disease = disease->below)
582 if (disease->type == DISEASE) 571 if (disease->type == DISEASE)
583 infect_object (victim, disease, 0); 572 infect_object (victim, disease, 0);
584 573
585 return 1; 574 return 1;
586}
587
588// find a disease in someone
589object *
590find_disease (object *victim)
591{
592 for (object *disease = victim->inv; disease; disease = disease->below)
593 if (disease->type == DISEASE)
594 return disease;
595
596 return 0;
597} 575}
598 576
599/* do the cure disease stuff, from the spell "cure disease" */ 577/* do the cure disease stuff, from the spell "cure disease" */
600int 578int
601cure_disease (object *sufferer, object *caster, object *spell) 579cure_disease (object *sufferer, object *caster, object *spell)
639 } 617 }
640 618
641 return 1; 619 return 1;
642} 620}
643 621
622#if 0 // unused, but seems interesting
644/* reduces disease progression: reduce_symptoms 623/* reduces disease progression: reduce_symptoms
645 * return true if we actually reduce a disease. 624 * return true if we actually reduce a disease.
646 */ 625 */
647int 626static int
648reduce_symptoms (object *sufferer, int reduction) 627reduce_symptoms (object *sufferer, int reduction)
649{ 628{
650 object *walk; 629 object *walk;
651 int success = 0; 630 int success = 0;
652 631
668 if (success) 647 if (success)
669 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe."); 648 new_draw_info (NDI_UNIQUE, 0, sufferer, "Your illness seems less severe.");
670 649
671 return success; 650 return success;
672} 651}
652#endif

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